Masters of Albion Walkthrough: Day 1-26 Progress Checks

The God Hand overlooks Wyrmscar and its mine in Masters of Albion

Do not enter the final three days of Masters of Albion with an empty treasury or a half-built combat plan. Day 22 can consume Lord’s Favor through repeated arena attempts, Day 24 can put a large cash payment in front of you, and Day 26 ends Chapter One with a choice that can strip a major part of your progress. The safest route is therefore a calendar of readiness checks, not a race to clear every gold scroll as soon as it appears.

Route boundary: this walkthrough was checked on July 19, 2026 against the Early Access Chapter One campaign and the developer’s latest captured release, Update 1.4 from July 8. The detailed day guides were written around launch; official updates have since moved some Day 17-18 tasks and repaired quest, navigation, arena, and combat states. Follow the current objective card when its order differs from the launch route below.

The God Hand overlooks Wyrmscar and its mine in Masters of Albion
Wyrmscar is the first point where one village becomes a regional production network. Official image: 22cans.

Carry three reserves from one day into the next

The objective card tells you what advances the story, but it does not protect you from spending the resource needed immediately afterward. Keep these reserves separate from ordinary expansion:

  • Production stock: wheat and flour in Oakridge, metal in Wyrmscar, and cotton or fabric in Briar Lake. A special order can become the only open story task, so do not empty its entire chain for routine sales.
  • Combat capacity: at least one trained, equipped hero plus enough Mystic progress to interrupt a dangerous lane. Later arena days reward a reliable hero far more than another decorative floor.
  • Choice currency: cash and Lord’s Favor that are not already committed to building. The tournament and Bandit King sequence can punish a file that arrives with no margin.

A day does not have to end when its main quest is complete. Read the coming-night notice, repair the relevant settlement, move heroes and turrets into their opening lanes, then use the calendar. That pause is the main defense against a campaign soft lock or an expensive replay.

Days 1-6: turn Oakridge into a place the Hand can reach

Days 1-3: rebuild the chain before decorating it

On Day 1, enter the crypt and accept the God Hand role. Clean the moss from the broken parts and reassemble the food dispatch, factory, farm, mill, and tavern. Open the gold scroll on the crypt. The first night is a control lesson: lift a loose rock and drop it on the undead walking in from the cemetery.

Day 2 introduces the economy in dependency order. Hire one worker for the farm, one for the mill, and one for the factory. When the balloon docks, move its order card to the factory and inspect the request before designing the product. The tutorial sandwich is bread, cheese, and bread; more important is the chain behind it. Wheat becomes flour, and flour is the shared cost behind the food pieces used here. Move output to the next input instead of assuming workers will repair an empty link themselves. After the first sales, open the Mystic branch of the Arcadium and buy Lightning Bolt.

Day 3 asks for a chicken pie to secure an expansion deed. Use poultry ingredients inside the pie base, finish the required deliveries, and place the deed to open the western half of Oakridge. Unlock Build Wall, draw the required barrier at the cemetery approach, and supply its wood. Before ending the day, note the warning about the major attack associated with the eleventh night. The campaign begins preparing you for it long before the wave arrives.

Days 4-6: hire a body that can cross grey land

Unlock Heroes on Day 4 and place the Guild base. It does not function until it contains the required bedchamber, healing block, training block, and roof. A hero card then appears at the tavern; drag that card to the Guild to make the hire permanent. During the night, place or possess the hero near the cemetery and secure the four required kills.

On Day 5, possess the hero and leave by Oakridge’s northern gate. Travel west, locate the missing person, and escort him back without opening too much distance. The hand cannot operate inside the grey field, but a possessed hero can. Returning the escort to the tavern produces the History of Albion and cash, which lead directly into the beacon lesson.

For Day 6, take the hero north, find the dismantled beacon, and rebuild its scattered parts. Stand the Hand on the nearby plate and channel mana to activate it. The restored beacon removes the grey restriction around that district. At the nearby stone-circle quest, there are eight sockets but more than eight candidate stones. Place a stone, click it once rather than holding it, and watch and listen: a clean tone with straight visual waves means the position is correct; a rough tone with distorted waves means move it. Some loose stones are decoys. When all eight positions respond cleanly, select the tent at the center to finish the quest.

Days 7-10: build the first defense from its supply side

Day 7’s targets are 13 employed workers and nine workstations. Housing creates capacity, but a villager will not appear for hire without a job to fill. Add bedrooms, then use water-purifier stations near water and a lumber mill to create the requested work slots. Side errands near the beacon can fund the expansion if cash runs short; the clock waits until you choose to advance it.

Wyrmscar opens on Day 8. Possess a hero, clear the bandits, take the route around the broken bridges, and restore the regional beacon before trying to manage the settlement from above. Rebuild its mine, smelter, factory, and tavern, then staff the production chain. Add another Guild bedchamber if you want to accept the local hero. Unlock the Weaponsmith, give it a functional stall, roof, and input stock, and send its first weapon order to the Wyrmscar factory.

Day 9 repeats the order loop for metal goods. Complete the dispatch request, but use the breathing room to unlock the Armorer and put basic protection on both active heroes. A low-quality item is still a real upgrade; perfection can wait until the economy supports it.

The Day 10 lead-in is the first broad defense exam. Enemy lanes include the cemetery side, the northern approach, and the cliff behind the crypt. Start one hero near the cemetery and the other near the north, then rotate the second toward the crypt’s rear as the attack changes. Detonate explosive undead with a quick Lightning hit before they reach a wall or building. Update 1.4 prevents an exploding zombie from destroying the Crypt in one hit, but a cluster can still collapse a poorly covered lane. Heal a downed hero at the Guild rather than leaving the body in the attack path.

Days 11-13: solve the mace dependency before guarding Wyrmscar

Day 11 begins with the aftermath and two civic checks. Walk with Valmey and answer her grain dilemma; the dialogue presents it as a values choice, not a puzzle with one correct response. The Housing Inspector then evaluates buildings with bedrooms. Decoration can improve the result, while a poor inspection can cut customer reputation. Do not demolish useful workstations just to chase a perfect score, but make sure housing is more than a bare bed stack before triggering the inspection.

The royal order on Day 12 requests a mace before the recipe is available. Return to Oakridge and start the Black Hood investigation. Possess the hound and follow the scent through the broken lantern, helmet, and paper clues toward Smuggler’s View, then reach Joshua. Resolve the trial to obtain the recipe path, return to Wyrmscar, and complete the royal weapon order.

That night, the obvious undead around the settlement are not the only failure condition. A second group targets stored material near the mine; losing too much stock forces the night to repeat. Leave one hero on the village lane and personally protect the mining side. On Day 13, place and arm three turrets around Wyrmscar before starting its three-wave defense. Update 1.1A specifically fixed the quest recognition for turrets built before this task, so a current save should count an earlier installation; if the counter still fails, confirm each turret is armed and inside the intended region before rebuilding it.

Days 14-16: open Echo Beach, then make Briar Lake productive

Gideon appears at Wyrmscar’s sealed gate on Day 14. Supply the requested weak sword, equip your own hero with armor, and follow him through the cave. The route is combat-heavy but does not require a special puzzle; break contact to let the hero recover rather than spending the whole cave at critical health. On Echo Beach, destroy the required 15 barrels for the pirates, inspect the note at the locked cave, then rebuild and activate the beach beacon. The beacon gives the Hand and your other hero direct access without another full cave crossing.

Day 15 asks for 24 wood and 24 metal at the pirate ship. The remaining sail material is behind the treasure-map step: use Dig at the marked site east of the beach, take the key, and open the cave that was locked the previous day. After the first bridge, take the right branch. At the next water fork, go left. Clear the open chamber until the crystal obstruction withdraws, then take the right branch at the grotesque statue. The path passes Gideon and exits into Briar Lake.

Do not turn Briar Lake into a long exploration fight while it is still grey. Restore health, find the beacon beyond the settlement, and activate it first. That lets you summon the second hero and use God powers while clearing the remaining bandits. Once the town is secured, its cotton chain and clothing orders become available.

On Day 16, bring the cotton farm and mill to four workstations each and add two factory stations. Local residents marked as needing work can fill those slots. Water-purifier stations must remain close enough to water to support renewed cotton growth. Complete one male and one female clothing order, dress suitable workers through the shop, then move 24 fabric to the ship at Echo Beach so the pirates can depart.

Days 17-19: treat the arena as a production project

The second Singing Stones task opens Day 17. In the launch arrangement, number the stones left to right and answer the six melodies as follows:

  1. 2, 4, 3
  2. 3, 4, 6, 5
  3. 4, 3, 5, 6, 7
  4. 5, 6, 7, 2, 3, 4
  5. 2, 4, 3, 5, 4, 6, 5, 7
  6. 7, 5, 6, 4, 5, 2, 3, 1

Update 1.2 added a save point to this quest, and Update 1.3 reorganized some tasks across Days 17 and 18. If the current prompt does not match the launch sequence, use the live playback rather than forcing these numbers. After the cleric sequence, possess a hero to question the drunk bandit. Paying or fighting both lead toward the map and Eastcliffe’s magically sealed gate.

The response is an arena designed to draw Malmus out. On Day 18, build capacity for 100 spectators; the launch layout counted 50 stand blocks, so stack upper seating where the footprint is tight. Before ending the day, move defenses to Briar Lake. Its beacon is the night objective and must be protected like the Oakridge crypt. Day 19 then asks for 100 wood at the arena to complete its border. Preserve enough Lord’s Favor and equipment production for the battles that follow instead of spending the new venue’s entire budget on decoration.

Days 20-23: the arena tests a different resource each day

Day 20 is the hero exam: three tournament rounds, each with three waves. Equip the chosen hero with the best reliable weapon and armor your chain can reproduce, possess them for the dangerous targets, and let armor recover between waves when the rules allow. Day 21 moves the burden to the Hand. Protect the egg through three waves, use spells for control, and throw the large rocks supplied by the arena when they create a better area hit than another mana spend.

Day 22 combines both modes and is the expensive wall. It again contains three tournaments of three waves, while later entries consume Lord’s Favor. Do not buy a doomed attempt: arrive with a trained hero, repaired armor, and a reserve of Favor for retries. Lightning taps can interrupt small targets without draining the whole meter, while a charged hero attack handles a packed group. Update 1.3 added a critical-health last-chance window and visible armor-break feedback. Update 1.4 also removed hero mana costs from blocking and certain hero actions; older advice that treats the hero’s mana bar as a defensive budget is obsolete.

Malmus attends on Day 23. Win the three arena waves, then follow the explicit story prompt to strike him with Lightning. His barrier blocks the attack and he retreats toward the Spire, advancing the plot. Do not spend another hour searching the stands for a hidden damage route; the failed strike is the required result.

The God Hand explores the Bandit Town in Masters of Albion
The final campaign turn moves from the controlled arena to Garrick’s settlement and a chain of costly choices.

Days 24-26: enter Garrick’s camp with the loss screen in mind

Reach Garrick’s camp from Briar Lake on Day 24. The gate guard offers an immediate branch: pay 10,000 cash or force entry. Inside the largest building, the Bandit King asks for an artifact rare enough to change his allegiance. The meeting itself is the goal; there is no benefit in trying to seize every item in the camp before the dialogue completes.

The artifact appears near the Briar Lake drawbridge on Day 25 and traps the Hand when lifted. Possess the nearby chicken to regain movement, travel into Briar Lake, then transfer possession into a human resident. Bring that heavier body back to the pressure plate; the chicken is too light to trigger it. Once the resident stands on the plate, the Hand is released. Speak with Valmey near the Briar Lake tavern before ending the day.

On Day 26, return to the camp after Valmey fails to come back. The guard can demand another 10,000 cash, and the confrontation inside presents losses such as surrendering all money and taking debt, forfeiting Arcadium progress, or allowing Valmey to die. The captured route did not establish a consequence-free answer or a guaranteed rollback method. Read every option, judge it against the save you actually built, and accept that Chapter One ends after this choice regardless of which cost you select. Early Access then allows continued play or a save-and-exit decision.

If a task refuses to advance, check state before repeating the route

  • An order will not complete: reopen the current card, confirm its quality and product type, then inspect every stock input and output in the regional chain.
  • A hero or escort will not move: let dialogue finish, remove the hero from a blocked ledge, and re-enter the intended gate or path. Updates 1.2-1.4 repaired multiple navigation and escort states.
  • A turret or arena object is not counted: confirm the item is armed, placed in the requested district, and no longer being dragged. Current patches fixed early-turret recognition and an Arena Torch placement issue.
  • Days 17-18 look out of order: follow the live objective. The developer deliberately reorganized tasks in Update 1.3.
  • A night keeps failing: read its specific protection rule. Some nights protect stock, a beacon, an egg, or an escort rather than simply asking you to outlast every enemy.

The official Steam record identifies AppID 3165650, 22cans as developer and publisher, the April 22, 2026 Early Access launch, and Chapter One as the current start-to-finish story scope. The developer announcement feed supplied the Update 1.1-1.4 corrections. Day objectives and quest states were reconciled across readable walkthrough references, the Stone Circle solution, and current patch notes; random combat outcomes, unsupported cheats, future New Beginnings content, and a consequence-free Day 26 answer were not invented.